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Compatibility:
High Isle (8.0.0)
Ascending Tide (7.3.5)
Deadlands (7.2.5)
Waking Flame (7.1.5)
Blackwood (7.0.5)
Flames of Ambition (6.3.5)
Markarth (6.2.5)
Stonethorn (6.1.5)
Greymoor (6.0.5)
Updated:06/10/22 09:45 PM
Created:02/26/17 05:36 PM
Monthly downloads:205
Total downloads:23,079
Favorites:13
MD5:
Zgoo High Isle  Popular! (More than 5000 hits)
Version: 1.33
by: Rhyono [More]
Update of the latest Zgoo with merlight's improvements implemented into it, with additional tweaks.

Added the option to delay function execution with "/zgoo delay # function" # is optional and is a seconds integer. Useful for functions that require reticle targeting.

The SI, ZO, UI, EVENTS and OTHER CONSTS variables are now categorized in alphabetical sub-tables for easier access.
Version 1.33
*API Bump
*Fixed TLC compatibility (thanks sirinsidiator)

Version 1.32 - API Bump
Version 1.31 - API Bump
Version 1.30 - API Bump
Version 1.29 - API Bump
Version 1.28 - API Bump
Version 1.27 - API Bump
Version 1.26 - Increased max globals before chat spam
Version 1.25 - API Bump
Version 1.24 - API Bump

Version 1.23
*API Bump
*Categorized the zz EVENTS table into alphabetical subtables
*Minor refactor

Version 1.22 - API Bump
Version 1.21 - API Bump
Version 1.20 - API Bump
Version 1.19 - API Bump
Version 1.18 - API Bump
Version 1.17 - API Bump
Version 1.16 - API Bump
Version 1.15 - Added find check to dmouse/delay (Ayantir)
Version 1.14 - Categorized the zz OTHER CONSTS table into alphabetical subtables
Version 1.13 - API Bump
Version 1.12 - Increased max globals before chat spam
Version 1.11 - Categorized the SI_ and zz UI tables into alphabetical subtables
Version 1.10 - API Bump
Version 1.09 - Categorized the ZO_ table into alphabetical subtables
Version 1.08 - API Bump
Version 1.071 - Made delay function safer
Version 1.07 - Added delay option for everything
Version 1.06 - Re-implemented merlight's work

Version 1.03
*API Bump
*Removed that extra file
*Unblacklisted GetChild()
*Added a delayed mouse option "/zgoo dmouse #" # = seconds integer; default 3
Archived Files (26)
File Name
Version
Size
Uploader
Date
1.32
18kB
Rhyono
03/15/22 04:49 PM
1.31
18kB
Rhyono
09/25/21 05:23 PM
1.30
18kB
Rhyono
05/15/21 05:29 PM
1.29
18kB
Rhyono
02/28/21 12:08 PM
1.28
18kB
Rhyono
11/01/20 10:14 PM
1.27
18kB
Rhyono
08/08/20 11:47 AM
1.26
18kB
Rhyono
05/29/20 07:48 PM
1.25
18kB
Rhyono
04/25/20 04:03 PM
1.24
18kB
Rhyono
01/26/20 02:37 PM
1.23
18kB
Rhyono
09/16/19 11:36 PM
1.22
18kB
Rhyono
07/21/19 08:36 PM
1.21
18kB
Rhyono
04/15/19 05:25 PM
1.20
18kB
Rhyono
01/26/19 04:35 PM
1.19
18kB
Rhyono
09/20/18 05:14 PM
1.18
18kB
Rhyono
07/09/18 06:11 PM
1.17
18kB
Rhyono
04/16/18 06:40 PM
1.16
18kB
Rhyono
01/08/18 03:36 PM
1.15
18kB
Rhyono
10/08/17 09:18 AM
1.14
18kB
Rhyono
09/29/17 07:47 PM
1.13
18kB
Rhyono
09/23/17 07:23 PM
1.11
18kB
Rhyono
09/05/17 08:50 PM
1.10
18kB
Rhyono
07/12/17 06:56 PM
1.09
18kB
Rhyono
06/05/17 02:28 PM
1.08
17kB
Rhyono
05/22/17 01:42 PM
1.071
17kB
Rhyono
03/01/17 01:49 AM
1.06
17kB
Rhyono
02/28/17 06:58 PM


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Unread 03/12/24, 11:57 AM  
tagarn

Forum posts: 0
File comments: 15
Uploads: 0
Too many anchors processed

Update 41 seems to conflicting with Zgoo. With only Zgoo installed (an AddOns directory with only Zgoo), I'm seeing the following error on most UI reloads. (I didn't see it on one reload, and I'm not clear if it was my mistake or something else.)


Too many anchors processed. Tail of anchor list:
ZO_UIErrors->
ZO_UIErrors->
ZO_UIErrorsBG->
ZO_UIErrorsBGMungeOverlay->
ZO_UIErrorsContainer_Copy
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Unread 05/21/23, 08:31 AM  
sirinsidiator
 
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FYI Zgoo interferes with the new ingame error frame. Luckily it's an easy fix, since it now has a built-in copy feature.
Removing Zgoo:Init and the event registration where it is called at the end of Startup.lua fixes it for me.
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Unread 06/10/22, 09:45 PM  
Rhyono
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Thanks for the fix.
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Unread 06/10/22, 09:14 AM  
sirinsidiator
 
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Got it fixed by changing line 28 in Zgoo/Events.lua from
Lua Code:
  1. local line = CHAIN(wm:CreateControl(name,parent,CT_TOPLEVELCONTROL))
to
Lua Code:
  1. local line = CHAIN(wm:CreateControl(name,parent,CT_CONTROL))
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Unread 05/19/22, 09:35 AM  
sirinsidiator
 
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"/zgoo events" doesn't seem to work any more on the pts. Instead it produces lots of errors like this one: "TopLevelControl ZgooEventTracker_Line1 cannot be parented to any control but GuiRoot."
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Unread 04/27/22, 08:40 PM  
Rhyono
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Line 832 of Zgoo.lua is an arbitrarily set max loop size. The more addons you have, the more likely to run into that limit. You can try increasing it (such as to 100000) and seeing if it works for you without an issue.
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Unread 04/12/22, 03:00 AM  
Baertram
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Ek1's screenshot from gitter
Last edited by Baertram : 04/12/22 at 03:01 AM.
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Unread 04/12/22, 02:05 AM  
Ek1
 
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Exclamation FOR LOOP WENT TOO LONG FOR _G PLEASE REPORT TO @Errc

Here i am.
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Unread 09/25/21, 05:25 PM  
Rhyono
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@Dolgubon I'm not sure why they'd behave differently either. Do you still want me to add it as is?

@Phuein If you didn't change anything and I didn't, maybe it was a ZOS change?
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Unread 08/07/21, 11:56 PM  
Phuein
 
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Zgoo now executes all my addon functions when I just inspect its main table - this is for my addon Data Extractor. Very weird, didn't use to happen. No addon update from me to affect this.

Bug? Something I need to change on my end after a game update?

Thanks for the great work!
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Unread 05/30/21, 01:04 PM  
Dolgubon
 
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Hi,

I have a request:
Could the following functions be put at the top of the list? Or maybe have a A__zgoo version added that would be at the top?
GetName(), GetParent(), and GetChildren(). Potentially GetOwningWindow() as well.
I think these are pretty general use and important functions, and not needing to scroll down to access these would greatly increase ease of use.
GetName() tells you what you're looking at, and is often needed info.
GetParent() and GetChildren() let you navigate through the UI structure, and being at the top would be immensely useful in navigating, as you won't need to scroll to both open or close the objects - plus they'd be right next to each other.

It can be done by adding these lines
tab.A__Zgoo_GetName=tab.GetName
tab.A__Zgoo_GetParent=tab.GetParent
tab.A__Zgoo_GetChildren=tab.GetChildren
tab.A__Zgoo_GetOwningWindow=tab.GetOwningWindow


at line 488 in the main zgoo.lua file.Though they don't actually show the output... not sure why
Last edited by Dolgubon : 05/30/21 at 01:12 PM.
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Unread 03/26/21, 05:38 PM  
Rhyono
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I've still never had this issue. Just logged in, did /zgoo without anything after it, opened the SI_ to show:

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Unread 03/26/21, 01:11 PM  
Phinix
 
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Originally Posted by Rhyono
It looks like the same problem desertforce had. I have yet to encounter it. Could you try the advice I gave to him?
I did attempt all those suggestions to no avail. No time to dig into it further ATM, however I did find that if you comment lines 860-864 it works:

Code:
--	elseif index:find("^SI_") then
--		local next = index:sub(4,4):upper()
--		if next ~= '' and GData['SI_']['SI_' .. next] then
--			GData['SI_']['SI_' .. next][index] = GetString(value)
--		end
Last edited by Phinix : 03/26/21 at 01:12 PM.
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Unread 06/25/20, 12:02 PM  
Rhyono
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It looks like the same problem desertforce had. I have yet to encounter it. Could you try the advice I gave to him?
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Unread 06/22/20, 12:39 AM  
Phinix
 
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Hi, thanks for keeping this updated!

Seeing a strange behavior where if I type /zgoo with no options (first run after a reload) or type "/zgoo global" it will error:

Warning: Spoiler

If I give it a valid object it will open that object in the browser, but it used to be running /zgoo with no arguments would open the global root level in the browser which was very helpful to locate various things in the game data structure.
Last edited by Phinix : 06/22/20 at 12:39 AM.
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